Captain Death by Sarah
Even Death needs a Vacation...
Can you complete the COMPENDIUM?? Explore the coastline and use your HOOKSHOT to get down into the Depths. There are some hidden treasures and lots of sea creatures to fish up!
Every time you CAST into the water, you get to choose a set of Angles. The angles determine which way your hook will go, but YOU get to determine the timing. Every segment will wait until you LEFT CLICK to go, so you can be strategic.
The camera will auto zoom as you move left or right, but you can also zoom out to see the whole map! You have to explore underwater to reveal it though!
Controls:
Arrows/A-D : Move Boat
Right Click: Choose Angles (YOU HAVE to choose angles to CAST)
Right Click: Retract HOOKSHOT (at any segment)
Left Click: Click on a Compass to CHOOSE the Angle
Left Click: Cast/Fish (only after you choose angles)
Upgrades:
Every fish and valuable you fish up gives you GOLD STARS, and you can use these to BUY UPGRADES
Compendium:
Every fish and valuable is in the Compendium, once you complete it, YOU WIN! There IS a timer that keeps track of how long it takes, how quickly can you win?
Normally I work on games alone (Sarah) but this weekend we ALMOST FORGOT about the game jam, so frozenfires normal partner wasn't able to make it! We teamed up and made a really cute game!
Credits
Art: Sarah
UI Design/Code: frozenfire
General Code: Sarah
Music: Incompetech
| Link | https://infinitelysarah.itch.io/captain-death |
| Original URL | https://ldjam.com/events/ludum-dare/57/captain-death |
Ratings
| Overall | 268th | 3.75⭐ | 24🧑⚖️ |
| Fun | 324th | 3.545⭐ | 24🧑⚖️ |
| Innovation | 177th | 3.75⭐ | 24🧑⚖️ |
| Theme | 282th | 3.932⭐ | 24🧑⚖️ |
| Graphics | 234th | 4.068⭐ | 24🧑⚖️ |
| Humor | 204th | 3.452⭐ | 23🧑⚖️ |
| Mood | 275th | 3.833⭐ | 23🧑⚖️ |
| Given | 16🗳️ | 27🗨️ |
-When the number of segments is upgraded, the compasses begin to block the screen, so you have to choose directions almost at random.
But it's quite an exciting and enjoyable game. Good job
Very cool concept and the quality is amazing. Really just a minor gripe with tips and tutorial about controls.
Wonderful in everything else, always a joy to review your LD games.
Also I feel like you cannot really get any fish without upgrading first (seems a little counter-intuitive).
Music is chillin'
Would be nice to have some kind of loose condition.
I admit, it took me a while to figure out how the controls work, but once it snapped, it got into a great package and fun experience!
Once you upgrade a bunch of times and reel a lot of fish in, it takes quite a while until you can cast the next line, so a HUMBLE MASTER ANGLER like myself has to watch their catch turn into gold stars quite a long time.
Also it would be nice to see a preview of where the hookshot would go, since it's a bit difficult to estimage with the length and segment count changing every cast.
But that's just me, suffering from success because of my overwhelming skill at the game.
I really liked the art, and I loved the little secrets like the fog and the hidden star (I got it!). It was cool to find out.
When I had multiple segments, I sometimes felt like I didn't want to set the directions for all of them, but it was manageable by just clicking any random spot for the others.
Overall, it's a fun game with cute details and chill background music. Good work!
I was _really_ confused at the controls. When I was casting my line, I thought it was showing me a preview of the direction the line was going to be cast. By accident, I hit a fish, and then it clicked. Perhaps if you included a GIF of that in your description and/or itch page, it would be a little easier to parse than the text instructions.
Once I figured out that I could catch multiple fish at one time, I spent more time than I should trying to get a huge chain of fish in one cast. Making a huge zig-zag shape with 10 segments, and then scoring tons of points after reeling it in felt really nice. Although the shark was my proudest catch, the swordfish was my favorite design!
Art-wise, the cool icy color palette was super pleasant, and the contrast-y orange sky above is a nice touch.
The cherry on top was all the Mario references as treasures! I have a feeling you'll enjoy my game - check it out if you get a chance!
Overall, great work!
(Also I didn't know that I could win at vacation, but I'm here for it!)

A very relaxing game. It started to get slow after I started filling the boat.
Some were hard to find, but nothing that patience can't solve.
Simple and beautiful art. The compendium is charming in itself.
Congratulations!

Well done and good job!
Thanks for trying out the game everyone! Sorry it took so long to get back to rating all of your games and giving more feedback. I've been sick since mid jam and I wasn't feeling well enough to play games the last few weeks <3
As a lot of you said, the UI was a struggle and I know it is. We really weren't sure how best to arrange the compasses on screen, I really only tested it out with 3-6, so I didn't realize the screen was so full with 6+ until TOO LATE to change the design really. I meant to go back and change it so that you could click ANYWHERE on the screen instead of just in the compass, but I forgot haha! But the compass issues are ALL on me haha (I'm not the best at UI).
As for the difficulty of planning your shots, the idea was kind of you would make a shot, and then on your way down take note of which way you should go next time and adjust your angles accordingly. You can still see your previous angles while you're picking new ones, so that was meant to help. I specifically wanted the player to have to choose all the angles FIRST rather than at each stage, because that is really most of the challenge of the game. Although a cute little angle chooser at each step could be really nice!
The overall theme of the game was meant to be a bit silly and 'dystopian' in that the company sends you to a vacation but the fine print says "bring your own hook." And then my idea was that I could either start the player with a few upgrades, or just have the game start with 50 stars so that the player can decide how they start with the initial upgrades. It's virtually impossible to catch a fish without an upgrade, that's actually intentional haha. Death is the one who took such a short hook on vacation, you should be upset at Death!
I was so focused on the art this jam that a few other things didn't get as much attention as I would have liked. Like the rocks that make your hook retract, if you look closely, any rocks that the fish swim BEHIND, will break your hook. They are a slightly different colour, but I meant to go back and add a bright red outline when you hit a rock, I just forgot (again). The castle in the bottom right, also breaks the hook.
I didn't realize there was a bug relating to the fish showing the +Stars. I think the star count went up DURING the hook retracting, but it was meant to go up during the fish animations at the end! So I can see how that would be less satisfying to see, my bad lull
I had hoped to get more refinement into the hook 'Upgrades' but ultimately decided to go with it being a bit more arbitrary, and the changes meant you had to be careful about upgrading and re-teach yourself how to fish sometimes. That was all actually intentional game design, sometimes players will just upgrade willy nilly, without putting much thought into it, and I was trying to figure out a way to make them think about it more.
Overall, thanks so much for all the feedback! <3